tuluse
Arcane
- Joined
- Jul 20, 2008
- Messages
- 11,400
You also have to give up initiative. Which can be a big deal.The price you pay for an Overwatch is the price you pay for getting to stay where you are.
You also have to give up initiative. Which can be a big deal.The price you pay for an Overwatch is the price you pay for getting to stay where you are.
You also have to give up initiative. Which can be a big deal.The price you pay for an Overwatch is the price you pay for getting to stay where you are.
Instant attacks never make sense.Balance-wise it makes sense for melee AoO's to be free.
I call bullshit on that. Just because you spent time getting somewhere doesn't mean that the laws of physics that apply to everyone else suddenly shouldn't apply to you. AoO may have a to hit/damage bonus but it shouldn't be free.The intrinsic cost of AoO is the time/AP it took for you to get to the target.
Is it?It's a lot easier to discuss things if attacks of opportunity are separated from overwatch/reaction fire.
I'm under impression that everyone here already knows how AoO usually works. We're arguing about what is fair and reasonable and what isn't. For instance, I don't think that PoE-style AoO is fair. Any scrub monster who wouldn't score one solid hit on a tank with regular attacks in a million years can instantly deal a huge amount of damage to the same tank with a disengagement attack. Oh, and you cannot "retreat in a slower fashion" because such moves aren't implemented.Are we arguing semantics or real life ? In most known implementations, AoO is a passive ability that triggers when an opponent runs past you in mellee or runs out of mellee as opposed to retreating in a usually slower fashion.
What on earth are you talking about? The most contested thing about PoE's engagement system is its inclusion in a real-time game. T:ToN will be turn-based.For instance, I don't think that PoE-style AoO is fair.
Actually, they removed the accuracy bonus of disengagement attacks (which I believe was already reduced during the backer beta) - without listing it in the patch notes.Any scrub monster who wouldn't score one solid hit on a tank with regular attacks in a million years can instantly deal a huge amount of damage to the same tank with a disengagement attack.
Well I suspect X-Com would play quite differently with an overall plan to kill the soldiers instead of just acting randomly.Depends on the system. AP-systems allow you to do a great deal of things before settling down for a reaction-fire. That is to say, more often than not Overwatch takes place after you've already taken the initiative.
But ultimately, yes, you give up an action now for a reaction-shot later. Given how tentative one needs to be in moving parts around, it's rarely a cost at all. One can see that in playing XCOM, which leaned heavily on Overwatch-abuse, or they can see it in the original X-Com where sitting still for a reaction-fire made far more sense than spending the last drops of AP just to move yourself into what might be a world of danger (or someone else's reaction-fire, even).
Tentative
Not many details to go on though. Except it won't be a continuation of the story (TNOs story is complete), use the same mechanics (2e hopelessly outdated and inXile doesn't have the rights to use DND) or the same setting (ditto).
Still, let's get as many new wave RPGs out there. Better chances one of them won't be awful!
Let me put it this way: how will AoO help to achieve anything without screwing up the combat? Example: an enemy warrior needs to run past your tank to reach your squishies. The tank cannot deal much damage because he's a tank. Question: will the warrior simply stop and attack the tank or will he ignore the negligible AoO damage and force you to use other control options? Somehow I'd expect the former and this means we have a problem that won't go away just because the game is TB.The most contested thing about PoE's engagement system is its inclusion in a real-time game. T:ToN will be turn-based.
Let me put it this way: how will AoO help to achieve anything without screwing up the combat? Example: an enemy warrior needs to run past your tank to reach your squishies. The tank cannot deal much damage because he's a tank. Question: will the warrior simply stop and attack the tank or will he ignore the negligible AoO damage and force you to use other control options? Somehow I'd expect the former and this means we have a problem that won't go away just because the game is TB.The most contested thing about PoE's engagement system is its inclusion in a real-time game. T:ToN will be turn-based.
Instant attacks never make sense.Balance-wise it makes sense for melee AoO's to be free.
prodigydancer said:I call bullshit on that. Just because you spent time getting somewhere doesn't mean that the laws of physics that apply to everyone else suddenly shouldn't apply to you. AoO may have a to hit/damage bonus but it shouldn't be free.The intrinsic cost of AoO is the time/AP it took for you to get to the target.
Absolutely. That why I said in an earlier post that bonus to hit/dmg for AoO is OK. By all means make it a deterrent. But don't make it free.A lot of things in games don't make sense. By an equal measure, traipsing past an entire battle line of enemy swords like it's a field of fucking daises is also unrealistic.
Kevin Saunders@SaundersKevin
We (@srdobos) upgraded Torment to use Unity 5. It was nice while it lasted, Unity 4.[5-6]. Take care and we'll remember you fondly. #tton
They already said they would do that when they announced WL2 upgrade to Unity 5. They also confirmed that for TToN the impact would be limited because it's 2.5D:Kevin Saunders@SaundersKevin
We (@srdobos) upgraded Torment to use Unity 5. It was nice while it lasted, Unity 4.[5-6]. Take care and we'll remember you fondly. #tton
http://tormentrpg.tumblr.com/post/115124368730/adam-heine-talks-torment-and-unity-5We started work on Torment before Unity 5’s full feature set was announced. By the time Unity 5 became a known quantity, we had already done much work on the engine for Unity 4. So the benefit of a move to Unity 5 will be limited for Torment. The primary justification for a move to Unity 5 is the new Mecanim system. We’ve put much effort in to the animation of our characters, and the Mecanim upgrades will help organize our complex animation trees.
Unfortunately, all of the cool Deferred Shading tech they released in Unity 5 doesn’t function with an orthographic camera, which Torment uses. So while we’re doing some interesting things graphically, largely thanks to the Pillars of Eternity technology, Torment won’t really benefit from Unity’s graphical enhancements. Sadness.
It's better than nothing.They already said they would do that when they announced WL2 upgrade to Unity 5. They also confirmed that for TToN the impact would be limited because it's 2.5D:Kevin Saunders@SaundersKevin
We (@srdobos) upgraded Torment to use Unity 5. It was nice while it lasted, Unity 4.[5-6]. Take care and we'll remember you fondly. #tton
http://tormentrpg.tumblr.com/post/115124368730/adam-heine-talks-torment-and-unity-5We started work on Torment before Unity 5’s full feature set was announced. By the time Unity 5 became a known quantity, we had already done much work on the engine for Unity 4. So the benefit of a move to Unity 5 will be limited for Torment. The primary justification for a move to Unity 5 is the new Mecanim system. We’ve put much effort in to the animation of our characters, and the Mecanim upgrades will help organize our complex animation trees.
Unfortunately, all of the cool Deferred Shading tech they released in Unity 5 doesn’t function with an orthographic camera, which Torment uses. So while we’re doing some interesting things graphically, largely thanks to the Pillars of Eternity technology, Torment won’t really benefit from Unity’s graphical enhancements. Sadness.
Absolutely. That why I said in an earlier post that bonus to hit/dmg for AoO is OK. By all means make it a deterrent. But don't make it free.A lot of things in games don't make sense. By an equal measure, traipsing past an entire battle line of enemy swords like it's a field of fucking daises is also unrealistic.
Just letting you guys know about this:
It also seems he's quite serious about it as well.